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611 lines
16 KiB
C++
611 lines
16 KiB
C++
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#if !defined(FX_SYSTEM_H_INC)
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#include "FxSystem.h"
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#endif
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#ifndef FX_PRIMITIVES_H_INC
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#define FX_PRIMITIVES_H_INC
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#define MAX_EFFECTS 1800
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// Generic group flags, used by parser, then get converted to the appropriate specific flags
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#define FX_PARM_MASK 0xC // use this to mask off any transition types that use a parm
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#define FX_GENERIC_MASK 0xF
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#define FX_LINEAR 0x1
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#define FX_RAND 0x2
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#define FX_NONLINEAR 0x4
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#define FX_WAVE 0x8
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#define FX_CLAMP 0xC
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// Group flags
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#define FX_ALPHA_SHIFT 0
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#define FX_ALPHA_PARM_MASK 0x0000000C
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#define FX_ALPHA_LINEAR 0x00000001
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#define FX_ALPHA_RAND 0x00000002
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#define FX_ALPHA_NONLINEAR 0x00000004
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#define FX_ALPHA_WAVE 0x00000008
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#define FX_ALPHA_CLAMP 0x0000000C
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#define FX_RGB_SHIFT 4
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#define FX_RGB_PARM_MASK 0x000000C0
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#define FX_RGB_LINEAR 0x00000010
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#define FX_RGB_RAND 0x00000020
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#define FX_RGB_NONLINEAR 0x00000040
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#define FX_RGB_WAVE 0x00000080
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#define FX_RGB_CLAMP 0x000000C0
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#define FX_SIZE_SHIFT 8
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#define FX_SIZE_PARM_MASK 0x00000C00
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#define FX_SIZE_LINEAR 0x00000100
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#define FX_SIZE_RAND 0x00000200
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#define FX_SIZE_NONLINEAR 0x00000400
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#define FX_SIZE_WAVE 0x00000800
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#define FX_SIZE_CLAMP 0x00000C00
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#define FX_LENGTH_SHIFT 12
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#define FX_LENGTH_PARM_MASK 0x0000C000
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#define FX_LENGTH_LINEAR 0x00001000
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#define FX_LENGTH_RAND 0x00002000
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#define FX_LENGTH_NONLINEAR 0x00004000
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#define FX_LENGTH_WAVE 0x00008000
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#define FX_LENGTH_CLAMP 0x0000C000
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#define FX_SIZE2_SHIFT 16
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#define FX_SIZE2_PARM_MASK 0x000C0000
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#define FX_SIZE2_LINEAR 0x00010000
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#define FX_SIZE2_RAND 0x00020000
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#define FX_SIZE2_NONLINEAR 0x00040000
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#define FX_SIZE2_WAVE 0x00080000
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#define FX_SIZE2_CLAMP 0x000C0000
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// Shared flag--these flags, at first glance would appear to be shared, but are safe. I'd rather not do this, but as you can see, features flags are currently all accounted for
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#define FX_PAPER_PHYSICS 0x00010000 // emitters ONLY. shared with FX_SIZE_2_LINEAR
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#define FX_LOCALIZED_FLASH 0x00010000 // full screen flashes ONLY. shared with FX_SIZE_2_LINEAR
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#define FX_PLAYER_VIEW 0x00010000 // player view effects ONLY. shared with FX_SIZE_2_LINEAR
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// Feature flags
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#define FX_DEPTH_HACK 0x00100000
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#define FX_RELATIVE 0x00200000
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#define FX_SET_SHADER_TIME 0x00400000
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#define FX_EXPENSIVE_PHYSICS 0x00800000
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//rww - g2-related flags (these can slow things down significantly, use sparingly)
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//These should be used only with particles/decals as they steal flags used by cylinders.
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#define FX_GHOUL2_TRACE 0x00020000 //use in conjunction with particles - actually do full ghoul2 traces for physics collision against entities with a ghoul2 instance
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//shared FX_SIZE2_RAND (used only with cylinders)
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#define FX_GHOUL2_DECALS 0x00040000 //use in conjunction with decals - can project decal as a ghoul2 gore skin object onto ghoul2 models
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//shared FX_SIZE2_NONLINEAR (used only with cylinders)
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#define FX_ATTACHED_MODEL 0x01000000
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#define FX_APPLY_PHYSICS 0x02000000
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#define FX_USE_BBOX 0x04000000 // can make physics more accurate at the expense of speed
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#define FX_USE_ALPHA 0x08000000 // the FX system actually uses RGB to do fades, but this will override that
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// and cause it to fill in the alpha.
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#define FX_EMIT_FX 0x10000000 // emitters technically don't have to emit stuff, but when they do
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// this flag needs to be set
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#define FX_DEATH_RUNS_FX 0x20000000 // Normal death triggers effect, but not kill_on_impact
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#define FX_KILL_ON_IMPACT 0x40000000 // works just like it says, but only when physics are on.
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#define FX_IMPACT_RUNS_FX 0x80000000 // an effect can call another effect when it hits something.
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// Lightning flags, duplicates of existing flags, but lightning doesn't use those flags in that context...and nothing will ever use these in this context..so we are safe.
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#define FX_TAPER 0x01000000 // tapers as it moves towards its endpoint
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#define FX_BRANCH 0x02000000 // enables lightning branching
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#define FX_GROW 0x04000000 // lightning grows from start point to end point over the course of its life
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// stuff that can occur when an effect is flagged with "materialImpact" and it hits something
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enum EMatImpactEffect
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{
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MATIMPACTFX_NONE = 0,
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MATIMPACTFX_SHELLSOUND
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};
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//------------------------------
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class CEffect
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{
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protected:
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CEffect *mNext;
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vec3_t mOrigin1;
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int mTimeStart;
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int mTimeEnd;
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unsigned int mFlags;
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EMatImpactEffect mMatImpactFX;
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int mMatImpactParm;
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// Size of our object, useful for things that have physics
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vec3_t mMin;
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vec3_t mMax;
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int mImpactFxID; // if we have an impact event, we may have to call an effect
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int mDeathFxID; // if we have a death event, we may have to call an effect
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miniRefEntity_t mRefEnt;
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int mSoundRadius;
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int mSoundVolume;
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public:
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CEffect();
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virtual ~CEffect() {}
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virtual void Die() {}
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virtual bool Update() { return true; }
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virtual void Draw(void) {}
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inline miniRefEntity_t &GetRefEnt(void) { return mRefEnt; }
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inline void SetNext(CEffect *Next) { mNext = Next; }
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inline CEffect *GetNext(void) { return mNext; }
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inline void GetOrigin(vec3_t dest) {VectorCopy( mOrigin1, dest); }
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inline void SetSTScale(float s,float t) { mRefEnt.shaderTexCoord[0]=s;mRefEnt.shaderTexCoord[1]=t;}
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inline void SetSound ( int vol, int rad) { mSoundRadius = rad; mSoundVolume = vol; }
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inline void SetMin( vec3_t min ) { if(min){VectorCopy(min,mMin);}else{VectorClear(mMin);} }
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inline void SetMax( vec3_t max ) { if(max){VectorCopy(max,mMax);}else{VectorClear(mMax);} }
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inline void SetFlags( int flags ) { mFlags = flags; }
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inline void AddFlags( int flags ) { mFlags |= flags; }
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inline void ClearFlags( int flags ) { mFlags &= ~flags; }
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inline void SetOrigin1( vec3_t org ) { if(org){VectorCopy(org,mOrigin1);}else{VectorClear(mOrigin1);} }
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inline void SetTimeStart( int time ) { mTimeStart = time; if (mFlags&FX_SET_SHADER_TIME) { mRefEnt.shaderTime = time * 0.001f; }}
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inline void SetTimeEnd( int time ) { mTimeEnd = time; }
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inline void SetImpactFxID( int id ) { mImpactFxID = id; }
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inline void SetDeathFxID( int id ) { mDeathFxID = id; }
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inline EMatImpactEffect GetMatImpactFX() { return mMatImpactFX; }
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inline int GetMatImpactParm() { return mMatImpactParm; }
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inline void SetMatImpactFX(EMatImpactEffect matFX) { mMatImpactFX = matFX; }
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inline void SetMatImpactParm(int matParm) { mMatImpactParm = matParm; }
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};
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//---------------------------------------------------
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// This class is kind of an exception to the "rule".
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// For now it exists only for allowing an easy way
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// to get the saber slash trails rendered.
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//---------------------------------------------------
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class CTrail : public CEffect
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{
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// This is such a specific case thing, just grant public access to the goods.
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protected:
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void Draw();
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public:
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typedef struct
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{
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vec3_t origin;
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// very specifc case, we can modulate the color and the alpha
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vec3_t rgb;
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vec3_t destrgb;
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vec3_t curRGB;
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float alpha;
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float destAlpha;
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float curAlpha;
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// this is a very specific case thing...allow interpolating the st coords so we can map the texture
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// properly as this segement progresses through it's life
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float ST[2];
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float destST[2];
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float curST[2];
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} TVert;
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TVert mVerts[4];
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qhandle_t mShader;
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CTrail() {};
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virtual ~CTrail() {};
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virtual bool Update();
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};
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//------------------------------
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class CLight : public CEffect
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{
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protected:
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float mSizeStart;
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float mSizeEnd;
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float mSizeParm;
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vec3_t mOrgOffset;
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vec3_t mRGBStart;
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vec3_t mRGBEnd;
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float mRGBParm;
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CGhoul2Info_v mGhoul2;
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short mEntNum;
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char mModelNum;
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char mBoltNum;
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void UpdateSize();
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void UpdateRGB();
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virtual void Draw(void);
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public:
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inline CLight(void)
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{
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mEntNum = -1; mModelNum = -1; mBoltNum = -1;
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}
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virtual ~CLight(void)
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{
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mGhoul2.kill(); //remove my model ref without actually deleting
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}
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inline void SetBoltinfo( int iGhoul2, int entNum, int modelNum = -1, int boltNum = -1 )
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{
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mGhoul2 = iGhoul2; mEntNum = entNum; mModelNum = modelNum; mBoltNum = boltNum;
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}
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virtual bool Update();
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inline void SetSizeStart( float sz ) { mSizeStart = sz; }
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inline void SetSizeEnd( float sz ) { mSizeEnd = sz; }
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inline void SetSizeParm( float parm ) { mSizeParm = parm; }
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inline void SetOrgOffset( const vec3_t o ) { if(o){VectorCopy(o,mOrgOffset);}else{VectorClear(mOrgOffset);}}
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inline void SetRGBStart( vec3_t rgb ) { if(rgb){VectorCopy(rgb,mRGBStart);}else{VectorClear(mRGBStart);} }
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inline void SetRGBEnd( vec3_t rgb ) { if(rgb){VectorCopy(rgb,mRGBEnd);}else{VectorClear(mRGBEnd);} }
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inline void SetRGBParm( float parm ) { mRGBParm = parm; }
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};
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//------------------------------
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class CParticle : public CEffect
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{
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protected:
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vec3_t mOrgOffset;
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vec3_t mVel;
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vec3_t mAccel;
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float mSizeStart;
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float mSizeEnd;
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float mSizeParm;
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vec3_t mRGBStart;
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vec3_t mRGBEnd;
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float mRGBParm;
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float mAlphaStart;
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float mAlphaEnd;
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float mAlphaParm;
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float mRotationDelta;
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float mElasticity;
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CGhoul2Info_v mGhoul2;
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short mEntNum;
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char mModelNum;
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char mBoltNum;
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bool UpdateOrigin();
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void UpdateSize();
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void UpdateRGB();
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void UpdateAlpha();
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void UpdateRotation();
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public:
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inline void SetBoltinfo( int iGhoul2, int entNum, int modelNum = -1, int boltNum = -1 )
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{
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mGhoul2 = iGhoul2; mEntNum = entNum; mModelNum = modelNum; mBoltNum = boltNum;
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}
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inline CParticle(void)
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{
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mRefEnt.reType = RT_SPRITE; mEntNum = -1; mModelNum = -1; mBoltNum = -1;
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}
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virtual ~CParticle(void)
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{
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mGhoul2.kill(); //remove my model ref without actually deleting
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}
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virtual void Init();
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virtual void Die();
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virtual bool Update();
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virtual bool Cull(void);
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virtual void Draw(void);
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inline void SetShader( qhandle_t sh ) { mRefEnt.customShader = sh; }
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inline void SetOrgOffset( const vec3_t o ) { if(o){VectorCopy(o,mOrgOffset);}else{VectorClear(mOrgOffset);}}
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inline void SetVel( vec3_t vel ) { if(vel){VectorCopy(vel,mVel);}else{VectorClear(mVel);} }
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inline void SetAccel( vec3_t ac ) { if(ac){VectorCopy(ac,mAccel);}else{VectorClear(mAccel);} }
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inline void SetSizeStart( float sz ) { mSizeStart = sz; mRefEnt.radius = sz; }
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inline void SetSizeEnd( float sz ) { mSizeEnd = sz; }
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inline void SetSizeParm( float parm ) { mSizeParm = parm; }
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inline void SetRGBStart( vec3_t rgb ) { if(rgb){VectorCopy(rgb,mRGBStart);}else{VectorClear(mRGBStart);} }
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inline void SetRGBEnd( vec3_t rgb ) { if(rgb){VectorCopy(rgb,mRGBEnd);}else{VectorClear(mRGBEnd);} }
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inline void SetRGBParm( float parm ) { mRGBParm = parm; }
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inline void SetAlphaStart( float al ) { mAlphaStart = al; }
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inline void SetAlphaEnd( float al ) { mAlphaEnd = al; }
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inline void SetAlphaParm( float parm ) { mAlphaParm = parm; }
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inline void SetRotation( float rot ) { mRefEnt.rotation = rot; }
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inline void SetRotationDelta( float rot ) { mRotationDelta = rot; }
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inline void SetElasticity( float el ) { mElasticity = el; }
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};
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//------------------------------
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class CFlash : public CParticle
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{
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public:
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CFlash():
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mScreenX(0),
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mScreenY(0),
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mRadiusModifier(1)
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{}
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virtual ~CFlash() {}
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virtual bool Update();
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virtual void Draw(void);
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virtual bool Cull(void) { return false; }
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void Init( void );
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protected:
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// kef -- mScreenX and mScreenY are used for flashes that are FX_LOCALIZED_FLASH
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float mScreenX;
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float mScreenY;
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float mRadiusModifier;
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};
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//------------------------------
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class CLine : public CParticle
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{
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protected:
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vec3_t mOrigin2;
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virtual void Draw(void);
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public:
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CLine();
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virtual ~CLine() {}
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virtual void Die() {}
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virtual bool Update();
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inline void SetOrigin2( vec3_t org2 ) { VectorCopy( org2, mOrigin2 ); }
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};
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//------------------------------
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class CBezier : public CLine
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{
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protected:
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vec3_t mControl1;
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vec3_t mControl1Vel;
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vec3_t mControl2;
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vec3_t mControl2Vel;
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bool mInit;
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public:
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CBezier(){ mInit = false; }
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virtual ~CBezier() {}
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virtual void Die() {}
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virtual bool Update();
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virtual bool Cull(void);
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virtual void Draw(void);
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void DrawSegment( vec3_t start, vec3_t end, float texcoord1, float texcoord2, float segPercent, float lastSegPercent );
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inline void SetControlPoints( vec3_t ctrl1, vec3_t ctrl2 ) { VectorCopy( ctrl1, mControl1 ); VectorCopy( ctrl2, mControl2 ); }
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inline void SetControlVel( vec3_t ctrl1v, vec3_t ctrl2v ) { VectorCopy( ctrl1v, mControl1Vel ); VectorCopy( ctrl2v, mControl2Vel ); }
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};
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//------------------------------
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class CElectricity : public CLine
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{
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protected:
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float mChaos;
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virtual void Draw(void);
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public:
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CElectricity();
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virtual ~CElectricity() {}
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virtual void Die() {}
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virtual bool Update();
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void Initialize();
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inline void SetChaos( float chaos ) { mChaos = chaos; }
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};
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// Oriented quad
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//------------------------------
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class COrientedParticle : public CParticle
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{
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protected:
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vec3_t mNormal;
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public:
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COrientedParticle();
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virtual ~COrientedParticle() {}
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virtual bool Update();
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virtual bool Cull(void);
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virtual void Draw(void);
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inline void SetNormal( vec3_t norm ) { VectorCopy( norm, mNormal ); }
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};
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//------------------------------
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class CTail : public CParticle
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{
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protected:
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vec3_t mOldOrigin;
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float mLengthStart;
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float mLengthEnd;
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float mLengthParm;
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float mLength;
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void UpdateLength();
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void CalcNewEndpoint();
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virtual void Draw(void);
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public:
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CTail();
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virtual ~CTail() {}
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virtual bool Update();
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inline void SetLengthStart( float len ) { mLengthStart = len; }
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inline void SetLengthEnd( float len ) { mLengthEnd = len; }
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inline void SetLengthParm( float len ) { mLengthParm = len; }
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};
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//------------------------------
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class CCylinder : public CTail
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{
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protected:
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float mSize2Start;
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float mSize2End;
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float mSize2Parm;
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qboolean mTraceEnd;
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void UpdateSize2();
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virtual void Draw(void);
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public:
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CCylinder();
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virtual ~CCylinder() {}
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virtual bool Cull(void);
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virtual void UpdateLength(void);
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virtual bool Update();
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inline void SetSize2Start( float sz ) { mSize2Start = sz; }
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inline void SetSize2End( float sz ) { mSize2End = sz; }
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inline void SetSize2Parm( float parm ) { mSize2Parm = parm; }
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inline void SetTraceEnd(qboolean traceEnd) { mTraceEnd = traceEnd; }
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inline void SetNormal( vec3_t norm ) { VectorCopy( norm, mRefEnt.axis[0] ); }
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};
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//------------------------------
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// Emitters are derived from particles because, although they don't draw, any effect called
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// from them can borrow an initial or ending value from the emitters current alpha, rgb, etc..
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class CEmitter : public CParticle
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{
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protected:
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vec3_t mOldOrigin; // we use these to do some nice
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vec3_t mLastOrigin; // tricks...
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vec3_t mOldVelocity; //
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int mOldTime;
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vec3_t mAngles; // for a rotating thing, using a delta
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vec3_t mAngleDelta; // as opposed to an end angle is probably much easier
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int mEmitterFxID; // if we have emitter fx, this is our id
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float mDensity; // controls how often emitter chucks an effect
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float mVariance; // density sloppiness
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void UpdateAngles();
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virtual void Draw(void);
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public:
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CEmitter();
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virtual ~CEmitter();
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virtual bool Cull(void) {return false;}
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virtual bool Update();
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inline void SetModel( qhandle_t model ) { mRefEnt.hModel = model; }
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inline void SetAngles( vec3_t ang ) { if(ang){VectorCopy(ang,mAngles);}else{VectorClear(mAngles);} }
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inline void SetAngleDelta( vec3_t ang ) { if(ang){VectorCopy(ang,mAngleDelta);}else{VectorClear(mAngleDelta);} }
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inline void SetEmitterFxID( int id ) { mEmitterFxID = id; }
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inline void SetDensity( float density ) { mDensity = density; }
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inline void SetVariance( float var ) { mVariance = var; }
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inline void SetOldTime( int time ) { mOldTime = time; }
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inline void SetLastOrg( vec3_t org ) { if(org){VectorCopy(org,mLastOrigin);}else{VectorClear(mLastOrigin);} }
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inline void SetLastVel( vec3_t vel ) { if(vel){VectorCopy(vel,mOldVelocity);}else{VectorClear(mOldVelocity);} }
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};
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// We're getting pretty low level here, not the kind of thing to abuse considering how much overhead this
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// adds to a SINGLE triangle or quad....
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//------------------------------
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#define MAX_CPOLY_VERTS 5
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class CPoly : public CParticle
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{
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protected:
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int mCount;
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vec3_t mRotDelta;
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int mTimeStamp;
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public:
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vec3_t mOrg[MAX_CPOLY_VERTS];
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vec2_t mST[MAX_CPOLY_VERTS];
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float mRot[3][3];
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int mLastFrameTime;
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CPoly() {}
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virtual ~CPoly() {}
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virtual bool Update();
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virtual bool Cull(void);
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virtual void Draw(void);
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void PolyInit();
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void CalcRotateMatrix();
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void Rotate();
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inline void SetNumVerts( int c ) { mCount = c; }
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inline void SetRot( vec3_t r ) { if(r){VectorCopy(r,mRotDelta);}else{VectorClear(mRotDelta);}}
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inline void SetMotionTimeStamp( int t ) { mTimeStamp = theFxHelper.GetTime() + t; }
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inline int GetMotionTimeStamp() { return mTimeStamp; }
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};
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#endif //FX_PRIMITIVES_H_INC
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